<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
    <title>Three.js - Post Processing 3DLUT (not) - prep</title>
    <style>
    html, body {
        margin: 0;
        height: 100%;
    }
    #c {
        width: 100%;
        height: 100%;
        display: block;
    }
    </style>
  </head>
  <body>
    <canvas id="c"></canvas>
  </body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>

<script type="importmap">
{
  "imports": {
    "three": "../../build/three.module.js",
    "three/addons/": "../../examples/jsm/"
  }
}
</script>

<script type="module">
import * as THREE from 'three';
import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});
  renderer.outputEncoding = THREE.sRGBEncoding;
  renderer.autoClearColor = false;

  const fov = 45;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 100;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.set(0, 10, 20);

  const controls = new OrbitControls(camera, canvas);
  controls.target.set(0, 5, 0);
  controls.update();

  const scene = new THREE.Scene();

  const sceneBG = new THREE.Scene();
  const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);

  let bgMesh;
  let bgTexture;
  {
    const loader = new THREE.TextureLoader();
    bgTexture = loader.load('resources/images/beach.jpg');
    bgTexture.encoding = THREE.sRGBEncoding;
    const planeGeo = new THREE.PlaneGeometry(2, 2);
    const planeMat = new THREE.MeshBasicMaterial({
      map: bgTexture,
      depthTest: false,
    });
    bgMesh = new THREE.Mesh(planeGeo, planeMat);
    sceneBG.add(bgMesh);
  }

  function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
    const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
    const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
    const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
    // compute a unit vector that points in the direction the camera is now
    // in the xz plane from the center of the box
    const direction = (new THREE.Vector3())
        .subVectors(camera.position, boxCenter)
        .multiply(new THREE.Vector3(1, 0, 1))
        .normalize();

    // move the camera to a position distance units way from the center
    // in whatever direction the camera was from the center already
    camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));

    // pick some near and far values for the frustum that
    // will contain the box.
    camera.near = boxSize / 100;
    camera.far = boxSize * 100;

    camera.updateProjectionMatrix();

    // point the camera to look at the center of the box
    camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  }

  {
    const gltfLoader = new GLTFLoader();
    gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
      const root = gltf.scene;
      scene.add(root);

      // fix materials from r114
      root.traverse(({material}) => {
        if (material) {
          material.depthWrite = true;
        }
      });

      // compute the box that contains all the stuff
      // from root and below
      const box = new THREE.Box3().setFromObject(root);

      const boxSize = box.getSize(new THREE.Vector3()).length();
      const boxCenter = box.getCenter(new THREE.Vector3());

      // set the camera to frame the box
      frameArea(boxSize * 0.4, boxSize, boxCenter, camera);

      // update the Trackball controls to handle the new size
      controls.maxDistance = boxSize * 10;
      controls.target.copy(boxCenter);
      controls.update();
    });
  }

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render() {
    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      const canvasAspect = canvas.clientWidth / canvas.clientHeight;
      camera.aspect = canvasAspect;
      camera.updateProjectionMatrix();

      // scale the background plane to keep the image's
      // aspect correct.
      // Note the image may not have loaded yet.
      const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
      const aspect = imageAspect / canvasAspect;
      bgMesh.scale.x = aspect > 1 ? aspect : 1;
      bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
    }

    renderer.render(sceneBG, cameraBG);
    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
</script>
</html>
